Example: Walk us through a specific example(s) of how this solution makes a difference; include its primary activities.
CURE Runners intends to reach young people BEFORE they start to internalize spending patterns that can lead into debt traps. Throughout the game, the player comes to understand and practice how to make smart choices and decisions under pressure, balance status elements, detect debt traps, and reach saving goals. The game was developed with the awareness that to reach our target group we need to deliver an engaging game rather than an obvious educational tool. Hence, we focused on gameplay and fun as much as on the learning aspects. Finally, it has been released as a casual game in the Austrian app stores without any communication of the educational aspect. Only in a 2nd step, it will be integrated into contexts to reflect key learnings.
Impact: What is the impact of the work to date? Also describe the projected future impact for the coming years.
Educational practices change: a technological revolution is on the way. We focus on digital tools because young people's life as well as money transactions become digital. Smartphones are the digital future and an impressive amount of young people play mobile games every day. Gamification (mobile apps, interactive social-media-based platforms) is a very welcomed complement in educational methods – in schools, youth-institutions and home. We developed our 1st mobile app as a serious (educational) game. Its learning aspects are based on an impact logic set up by our think tank. Consolidated, anonymised gameplay-data feeds our impact measurement tool that enables to track gamers’ skills and improvements in smart money management. That in turn enables us to create new, proper tools/services to train financial literacy easily. On day 11 after launch more than 11,000 youth play the game!!
Spread Strategies: Moving forward, what are the main strategies for scaling impact?
The game is center-piece of our larger educational intervention. Knowing that context is key to produce lasting educational effects, we currently develop 2 tools that translate the game's learnings into reality. 1) An interactive workshop format. 2) A follow-up app (a budget tracker) that looks and functions similarly to the CURE tracker but manages money in real life. We plan to internationalise the game asap (CH, DE, US, UK. the Western Balkans). Our model and mechanics can be replicated easily, e.g. for youth related issues as healthy nutrition, climate protection, migration, child rights.